Marking two decades since Guitar Hero hit the market in North America, offering players everywhere the means to feel like a rock star. Figuratively speaking, but try telling that someone who has mastered the epic lengthy instrumental break in front of a packed living-room audience.
Developed by Harmonix, Guitar Hero gave players a guitar-shaped controller to follow coloured notes scrolling down the display synchronized to a song. Each riff corresponded to particular chords, producing the feel of an authentic live show.
Harmonix previously experimented in the music genre before partnering with the publisher, later purchased by Activision during the mid-2000s. Collaboratively, they established the groundwork for a surprising billion-dollar series that had a significant influence on numerous musicians included, showcasing decades-old groups to millions of younger players.
A former executive, former COO from the developer, remembers the early budgetary hurdles in securing the recordings – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song because the cost was so high,” he explains. “Despite having the necessary permissions by themselves, it was nearly impossible. We couldn’t get acts such as legendary groups – RedOctane was operating on a shoestring budget, and our team was fairly certain it would fail. But once the game took off, album purchases and radio play increased, everyone wanted to be in.”
He continues: “One of the remarkable aspects was the number of parents reached out expressing gratitude for exposing their kids to the music they adored. It became an intergenerational phenomenon.”
Classic Rock Gains a New Audience
Northern Irish group one featured act included their track in the 2008 release the popular installment. Guitarist the artist remembers how the series revived classic rock back into vogue: “The game offered a bigger, new demographic. Generally this had been considered music that was past it, but then once it got featured on the game and teenagers were finding it, suddenly it was cool. This validated it, eliminating the outdated label. It provided all our music a new life.”
In 2008, the Answer’s first record remained unreleased stateside, meaning the game was a key medium for exposure for the band during their a North American tour supporting AC/DC. “Their crew had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Influence
Rock’s biggest acts soon capitalised on the series’ popularity, including bands like Aerosmith, Metallica and others starring in dedicated game editions that focused on their music collections and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, it was said to have made the band more money compared to their records. It moved more than half a million units in its first week, and sales of their songs saw an increase of up to 40% during an era as the industry faced decline.
The series continues to inspire nimble-fingered dedication among its fans. Earlier this year, a streamer achieved a remarkable feat featuring the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with almost identical gameplay and extensive personalization features. This track is difficult even in expert mode, not to mention played at double speed and without missing every one of its near 4,000 notes. The streamer stated requiring months of practice of practice.
“The game offers a, imaginary experience. If you play other games, it doesn't imply you ought to pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
The band previously wrapped up a successful tour when Through the Fire and Flames appeared in the third game, but Li says it turned them into widely recognized. “I recall the record label calling to tell me that we were records were moving rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed just before the headliners at the event.”
In fact, DragonForce’s exposure via the game proved so vast that it threatened to overshadow everything else the band has done. Recently, the track featured in promotional material for Despicable Me 4. “In the past I thought differently, but I’ve made peace with it,” he admits. “If you only hear one DragonForce song, that's fine – everyone’s got their own musical journey and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for cars, apparel or video games, extends beyond mere transactions – it evokes a longing. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” Dornbrook says. “The excitement of performing as a music icon on the stage. From day one, the co-founders felt that there’s an instinctive human desire to make music, and they wanted to leverage innovation to allow people to do it”.
Most of Guitar Hero games came out over a mere five-year period from 2005 to 2010, featuring derivative titles such as DJ Hero, including a turntable controller, and Band Hero. After that, corporate focus in plastic instruments waned, except for a brief comeback in 2015.
Games such as the fan project and newer releases have maintained the community active, and there’s expectations of a new product from the founders in development. Recently formed developers has entered production on its debut rhythm-based title. The initial creators are both involved as special advisers. Is the world prepared to welcome a new entry following the classic?
“Our team believed such titles might become similar to sports games where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain perennially popular, thus I remain optimistic. There’s no reason why it can’t persist for future fans.”